After Solar leaves, Sarevok, the one you killed at the end of Baldur's Gate and again near the end of Baldur's Gate II, will appear. He will agree to tell you how to leave this realm and where to go next if you give him a piece of your soul so they he may return to life. You have no choice but to accept his offer. He will open the way to the first challenge you must face and will tell you that you must go to Saradush. He will also offer to join your party.

Speak to the Spirit of Fate and it will summon any NPC from Baldur's Gate II for you so that they may join your party.

Cespenar, the imp, served as Bhaal's butler and will offer his services to you. If you bring him certain items with the correct components, he will make the item even stronger.

Enter the room to the northwest to face your first challenge. You will have to defeat many enemies of increasing difficulty beginning with kobolds and ending with Drow warriors. These enemies are supposedly attacking you in retribution for murders you have commited in your travels. Once you have survived the challenge you will gain the Pocket Plane ability which will allow you to return to your Pocket Plane at any time.

After the battle, Melissan will tell you that Saradush is being attacked by Yaga Shura, a spawn of Bhaal, and that the leader of Saradush Gromnir Il-Khan, also a spawn of Bhaal, has gone mad and barricaded himself in the castle. She will ask you to find someway into the castle so that you can deal with Il-Khan.

The entrance into the castle is found through the old prison. There are two different ways you can gain entrance to the prison:

Speak to Pelt je in the tavern and he will tell you that the courtesans are really vampires hiding out in the old prison. Speak to one of the courtesans in the tavern at night and she will bring you to the prison. However, you will have to fight off four vampires by yourself until the rest of the party can join you.

Ask Sister Farielle in the Temple of Waukeen if she knows any way into the castle and she will give you the key to the underground prison, but she will warn you about undead hiding there.

You will have to fight some of Il-Khan's soldiers on the first floor of the castle. Before ascending to the second floor, prepare you party for a challenging battle.

In the throne room, you will witness Gromnir accuse Melissan of treachery and will have her taken away to prison. When she is gone, your party will approach Gromnir, and he as well as a few other Bhaalspawn will attack your party.

When you have defeated Gromnir and all the other aiding him in battle, Melissan will appear to try to halt the battle, but she is too late. Melissan will ask you to find Yaga-Shura's weakness and destroy him.

Return to your Pocket Plane using your special ability 'Pocket Plane'. Exit the plane and choose to go to the path that leads to Yara-Shura's home.

When you arrive in the North Forest, you will come across some of Yaga-Shura's soldiers attacking a merchant caravan. They will turn and attack your party. Speak to Karthis al-Hezzar after the battle and he will offer to sell you some of his goods.

In front of the temple ruins, you will meet Gorion's spirit, who will be upset with you. It will reveal itself to be a wraith and will attack your party.

Enter the temple ruins and you will have to fight more undead.

At the back of the temple you will meet the witch Nyalee who raised Yaga-Shura. She wants revenge against Yaga-Shura and will reveal to you his weakness. She will ask you to bring both Yaga-Shura's heart and her own heart back to her.

Once Nyalee has her heart back, she will have a change of 'heart' and will attack you and your party.

After the battle, journey to the Siege Camp. You will discover that you are too late and that Saradush has been destroyed.

Once you are halfway across the bridge, Yaga-Shura's army, led by Yaga-Shura himself, will attack your party. Go staight for Yaga-Shura and ignore the other enemies that keep appearing, they will only distract you. Once you have hurt Yaga-Shura, he will relize he is no longer invicible. After you have attacked him for a while, he will disappear for a brief time and then reapper fully restored. Attack him once again to finish him off.

As soon as you defeat Yaga-Shura, his army will leave and you and your party will be teleported back to the Pocket Plane again by Solar who will reveal to you your childhood before Gorion took you in and will open the gate to the next challenge. After you are finished talking, you will be returned to the Siege Camp.

Melissan will appear when you return and tell you that all the other Bhaalspawn in Saradush have been killed. She will also tell you that Yaga-Shura has two more allies that you must defeat and will reveal the location of an ally.

Travel to the Oasis. You will be attacked by Jamis Tombelthen and his men from Tethyr. You are wanted for the destruction of Saradush. You have no choise but to defend yourself.

When you reach Amkethran, approach the Monastery Gates and you will be met by Balthazar, the leader of Amkethran. He will give you the locations of the two enclaves and will let you wander the town freely. However, he will warn you to stay out of his business.

You can travel to either of the bhaalspawns' lairs, but for this walkthrough, I have gone to Sendai's first.

Travel to Sendai's Enclave. You will meet a woodcutter who will tell you that he saw some strange looking elves in a glade to the west.

Go to the southwest corner of the area and you will be attack by Drow.

Return to the woodcutter and he will tell you that he heard some voices by his wife's grave. If you call his bluff, he will attack your party and all the animals in the area will turn into drow and attack you. If you go to the grave instead, you will have to fight more enemies there and when you return to the woodcutter, you will have to fight him and the other drow.

Enter Sendai's Enclave and fight your way through the monsters to the Drow Barracks in the northeast corner. Defeat Thelynn'ss and the other drow inside and take the key from his body.

To get to the 2nd area, you must go through either the North Tunnel, or the South Tunnel. In the North Tunnel, slaves will keep appearing and attack you until you catch up the slavemaster and kill him. In the South Tunnel, you will have to fight your way through a nest of spiders and defeat the queen - the Lashar'ra.

Enter the Lich's Lair in the northwest corner of the 2nd Area and defeat Odamaron. Take the Drow Wardstone from its body and use to open the door in the northeast corner of the 2nd Area.

When you enter the 3rd Area, you will be met by Diaytha who will issue a challenge to you before leaving. Go east through the door Diaytha opened and battle Ogremoch.

Once Ogremoch has been defeated, the door to the west side of the area will open. Go through the door and defeat Diaytha. Be careful, though -- she has some powerful allies with her.

In the 4th Area you will be confronted by Captain Egeissag. The Spectator will suggest to the captain that he fight you in single combat. You can refuse the combat, but you will have to fight the captain and his hard-to-reach drow archers which would be more difficult.

After you have defeated Captain Egeissag in combat, the other drow will die and the Spectator will leave.

In the next Area, you will have to fight several Mind Flayers to get through.

Finally you will reach Sendai's Inner Sanctum. Sendai will create seven copies of herself and then disappear. You will have to fight each copy one at a time. Some of the copies are fighters, some wizards, one a cleric, and another a thief. Every time you kill one of the copies, two Drow will appear to attack your party. This is a difficult battle so you must be patient. If you can get all your characters to the opposite side of the room from Sendai and she doesn't follow you, you may be able to save your game halfway through the battle.

After you have defeated Sendai, you will return to your Pocket Plane, where Solar will reveal to you what part of the prophesy you play, and what your final goal must be.

When you return to Sendai's Inner Sanctum, enter the magical door to go instantly to the exit.

Journey to Abazigal's Lair. At the entrance you will be confonted by Draconis who will attack your party. Once you have defeated the wizard, he will change into a dragon - his true form. This is a very difficult battle and will take some patience.

In the northeast corner of this area you will meet Iycanth the Mad. He will agree to give you the Reversal Scroll if you retrieve a Gauth Eyestalk. When you suggest that this is beneath you, he will suggest you sub-contract the quest to the three novice adventurers that have been turned to stone. If you attack him, he will retreat to his room.

To get the Gauth Eyestalk you can either enter the pool to the east and fight for it yourself, or you use a Stone to Flesh Scroll (one can be found in Iycanth's room) to free the adventurers and hire them to do it. They will return several days later with the Gauth Eyestalk.

Enter Abazigal's Inner Sanctum on the west side of the area. You will first have to fight him in his human form before he changes to his dragon form. He will also have several Frost Salamander minions around him which you will have to watch out for. As Abazigal dies, he will show you a vision of Balthazar, a fellow Bhaalspawn, imprisoning Melissan.

Once Abazigal has been defeated, you will once again be taken to your Pocket Plane by Solar. She will summon Yaga-Shura who will tell you about the Five and what there plans were.

The first approach is to storm the gates directly. New monks will keep appearing throughout the battle. Defeat the Guard Captain to get the Monastery Gate Key. Open the gates with it and enter the Monastery.

The second way is through the graveyard. Speak to Zakee Rafeha, the tavernkeeper, and he will tell you that Faheed and Majira might know a way in. Speak to them in their house on the cliff and you will be given the Graveyard Key. Enter the graveyard, click on all four pedestals inside, and defeat the enemies that appear. The Graveyard Key will open one of the door that will lead to the Monastery.

To take the third approach, you must speak to your 'friend' Saemon Havarian in the Smuggler's cave. Take his discuises and he will lead you through the monastery gates. However, he will leave you in the hands of some of Balthazar's soldiers and take off. Defeat the enemies and then enter the Monastery.

Inside the Monastery, Balthazar will tell you that he intends to cleanse the world of all Bhaalspawn including himself. He and his monks will then attack you.

Once you have defeated Balthazar, Solar will summon you once again to your Pocket Plane. She will summon Melissan's spirit who will tell you that she is really the high priestess of Bhaal and that she has been gathering the essence of Bhaal from the death of the other Bhaalspawn so that she can become a goddess. You will then return to the Monastery.

The challenges appear in counter-clockwise order around your Pocket Plane starting to the left of the exit.

For your second challenge, you will have to fight yourself as you would have been had Gorion chosen Sarevok instead of you.

You will be offered back your innocence (or your doubt) in the third challenge, though you have no choice but to decline. You will then have to fight the evil inside of you -- the Slayer.

In the fourth room you will be met by Cyric, the one who took over Bhaal's duties after his death. He has come to judge how much of a threat you are to him. He will leave behind his chosen to fight you.

For the final challenge, you will have to fight the dark evil inside you, represented by the Ravager. Focus your attacks on him and ignore the Bone Blades. He is a tough enemy and will need to be hit many times before he dies.

Rest to restore your strength and when you are ready, go to the exit and say that you are ready for the end. Your Pocket Plane will then disappear.

Once you have hurt Melissan enough, she will retreat to gain more power from the essense of the Bhallspawn. A brige will appear to the platform to the left.

Go to the platform to the left and destroy the enemies there. Click on the pool to cut off Melissan's supply of power and she will attack you again.

After a while, Melissan will retreat again. This time a bridge to the platform on the right will appear.

Go to the next platform and defeat all the enemies there. Click on the pool to face Melissan for the third time.

Once again, Melissan will retreat after you have caused enough damage. A bridge will appear to the final platform.

Defeat all the enemies on the final platform and click on the pool. You will now have to face Melissan for the fourth and final time.

After you have caused enough damage to Melissan, Solar will appear anounce you the victor. Melissan will be defeated and you will have a difficult choice to make. This marks the end of the Baldur's Gate Saga.

Speak to Odren in front of Watcher's Keep. He will ask for your help in restoring the seals on the 'imprisoned one' inside the dungeon. If you agree to help, you will go to the entrance and he will tell you more about your quest.

Speak to Brother Pol and he will give you the Vigil Stone which you need to get in and out of the dungeon and the Ritual Scroll which you will use to restore the seals of the imprisoned one.

In the west corner of the area, next to the altar, you will find the kitchen. Use the Tinderbox to light up the fire and the ghost of the Archivist will go to it for its warmth. He will suggest you speak to the old priest.

Take the two Wardstones and the key from each of the three rooms in the east corner.

With the key you can open the door to the priest's chamber in the north corner. The Wardstones will prevent the guardian golems from attacking you. Click on the sarcophagus a couple of times and give the Old Slippers to the priest to placate him. Click on the sarcophagus once more and you will take note of a verse from the holy book written down.

Take the Candle from the chest in the kitchen and the Bell from the shelf in the room next to the kitchen. Place both items on the altar in front of the big statue and four of the statues will attack you.

Once you have destroyed the statues, you will need to perform the ritual. Ring the bell twice, light the candle, open the book, and then ring the bell once more and the portal to the 2nd level will open. The rest of the statues will also become active and attack your party.

As soon as you arrive on the 2nd level, the Chromatic Demon will speak to you. It will agree to open the portal to the next level, if you free it from its prison. You have no choise but to accept.

Enter the Fire Library to the northwest. In the passage to the Air Chamber, you will meet an imp who will tell about the area and will give you some hints.

Surrounding the central chamber are four libraries, each representing a different element. In each library, you will find a note that will tell you to destroy the guardian of one of the chambers.

Enter the Air Chamber and turn the wheel to start the giant fan. Several Air Elementals will appear to attack your party. Defeat the Guardian of Air and you will receive the Air Scepter.

Use the Air Scepter to open the two doors off of the Air Library: one to the Air Chamber and one to the Slime Chamber. Use the Key in the Slime Library to open the other door to the Slime Chamber. Enter the Air Chamber and click on the wheel to turn the fan on high to blow the toxic vapours out of the Slime Chamber. Enter the Slime Chamber and defeat the Giant Snake to find the Slime Scepter.

Use the Slime Scepter to open the door from the Slime Library to the Ice Chamber so that the toxic vapours blow into it to make the Ice Golem vulnerable. Defeat the Ice Golem to get the Ice Scepter.

Turn the fan in the Air Chamber back down to the low setting and then use the Ice Scepter to open the two doors between the Fire Chamber and the Ice Chamber. Lead each of the four Fire Elementals into the Ice Chamber where they will freeze and will not be able to regenerate. Kill the Fire Giant in the Fire Chamber to find the Fire Scepter.

Go to the center of the area and click on the Chromatic Demon's prison with all four scepters in your possession. The demon will be freed and will attack your party. Each of his different forms has a different weakness which is explained in the four notes you found in the Libraries.

Once you have defeated the demon, take the Portal Key from its body and step into the portal to the 3rd level.

Enter the portal to the north to return to the first room. Take the east portal and then the east portal again to find one of the demon leaders Tahazzar. Defeat him to get one of the Scepter Gems.

From Tahazzar's lair, take the south portal three times to reach Ka'rashur's lair. Defeat him to get the second Scepter Gem.

From Ka'rashur's lair, take the south portal, then the west portal, then the north portal three times to get to the cavern that leads to the exit.

In the large cavern you will meet Aesgareth, an extra-planar being who loves to gamble. He will offer a wager to you. He will offer you the last Scepter Gem if you put up the rune that lets you leave the dungeon. You will each draw a card from the Deck of Many Things and whoever survives and has the highest card wins. However, if he wins, he will still give you the last Scepter Gem and will return the rune as well (He won every time I played).

Take the two Illithid Rod pieces from this area and they will merge into a single key. The first part is in the southern chamber and the second is in the northwest chamber. Use the key to enter the west chamber and take the Red Oil from the pool. Two Vampiric Illithids will jump out of the their coffins and attack you.

Defeat the Captain in the room with the Dragon's Head and take the Purple Oil from the pool in the center of the room. To the southeast is Saladrex's cavern. He is a Red Dragon who can give you some useful information about the level if you listen to him.

Return again to the main area of the 4th level and go to the south room with the six torches. Light the torches as is shown in this diagram to open the big doors:

Defeat Rock and Garock in the next room and take the Crystal Mallet from one of the safes.

Click on the glass case surrounding Carston in the Machine of Lum the Mad. Hit it with the Crystal Mallet six times to break it. Carston will beg you to spare his life and will give you his journal.

Click on the Machine of Lum the Mad to operate it. Push the triangular button, turn the red wheel, and pull the medium lever to activate the portal to the next level. Throughout Watcher's Keep, you can find notes written by Lum the Mad that will give you clues to other useful combinations.

In the center of the 5th level, you will find a large seal that needs to be opened to reach the next level. Around the seal are three pedestals each requiring a key.

In the northwest part of the level you will find the Globe Machine. Push any of the coloured buttons and you will receive a globe of the same colour. However, enemies will also appear each time you press one of the buttons. Place one globe of each colour in the container of the same colour surrounding the Globe Machine and you will receive the Mind Key.

At the south end of the area you will meet a Helmite Ghost who will give you a key to the final gate, only after you have completed the three challenges in the guantlet.

In the first room going counter-clockwise, you will have to fight a horde of orcs. New ones will continually appear to replace those that you kill so you need patience to defeat them all. When the last orc is dead, the Helmite Ghost will appear and congratulate you on your success.

In the second room, you will have to face a fearsome dragon. Make sure you take the Warrior's Skull from its body after you have killed it.

In the last challenge room, you will meet an imp who will ask you a riddle. Give the correct answer 'seven' to proceed. Next, you will play a game of 11 coins with him and the person who takes the last coin loses. Begin by taking 2 coins. If the imp takes 1 coin, take 3, if 2 coins, then take 2, and if he takes 1 coin, take 3, so that there are five coins left over, and you will be the winner.

Return to the Helmite Ghost after you have completed the three challenges and he will give you the Heart Key.

Place the Warrior's Skull on the Spirit Altar in the northeast side of the area. You will find yourself in an old-style, text-based, adventure game.

First go east and attack the goblin.

Go east again and when you approach the chest, a skeleton will attack you. Defeat the skeleton and take the Wand of Missiles from the chest.

Go north and attack the war dog. Search the room to find a key and a potion which will restore some of your HPs.

Go west and search the room to find a scroll with a picture of a gibberling on it.

Go west again. Ignore the fountain and go north. Defeat the ghost and then take the magical helm from the chest.

Now go east twice and approach the desk. The deadly toxins will have no affect on your warrior. Inside the desk, you will find a pair of bracers.

Go north and use the scroll with the picture of a gibberling on it to scare away the gibberling.

Go west and use the key to open the chest. Inside you will find a potion which will heal you greatly.

Pass through the arch and enter the crypt. Use the Wand of Missiles on the mummy and then attack it. Once you have defeated the mummy, your spirit will return to its body and you will find the Spirit Key in your possession.

Click on each of the pedestals surrounding the final seal in the center of the area to insert each of the three keys. Click on each pedestal again to turn the key and you will be attacked by enemies.

You now have three options. First, you can believe the Imprisoned One and agree to help him get revenge on Odren. Second, you could tell the Imprisoned on to reveal himself so that you can destroy him. He will reveal himself as the Demogorgon, prince of demons and will attack you. The third choise is to read the scroll anyway. After you have read it, you will find that the Imprisoned One was telling the truth and that you are trapped. Speak to it again and agree to help it get its revenge and it will open a portal out.

Enter the portal on the right in the north end of the area to exit Watcher's Keep.

Speak to Odren at the top of Watcher's Keep by the entrance. If you had killed the Demogorgon, he will tell you that you only freed it to the Abyss, though it won't be able to cause havoc on the Material Realm. If you didn't kill it, you can choose to tell Odren the truth, or you can lie to him, so that he and the other Helmites enter Watcher's Keep. If you had read the Ritual Scroll inside and tell Odren the truth, he will ask for your forgiveness and he and the other Helmites will go on a pilgrimage to atone for their mistake.

If Odren entered Watcher's Keep, a Ghostly Apparition will appear and ask for your help. You again have three options. First, you can just walk away from the situation. However, that is a cowards way out. You could read the scroll she gives you and Odren and the Demogorgon will both be trapped inside. Your final option is to go back into Watcher's Keep and destroy the Demogorgon. Odren will not survive however, and will ask for your forgiveness with his dying breath.

Enter the Militia headquarters in Saradush and you will witness a pseudo-trial, where the Countess Santele will accuse a young man named Mateo of opening the gates for the enemy and the young man will be taken away into the prison.

Speak to Captain Samand and he will be able to tell you more about the situation including his suspicions. He will allow you to investigate the matter yourself and will open the door to the prison for you.

Enter the prison and speak to Mateo. He will suggest you speak to the Countess to determine why she accused him of the deed.

Enter Countess Santele's house and speak with her. She will tell you that Kiser Jhaeri kidnapped her son and threatened her with his life so that she would accuse Mateo of opening the gate. She will ask you to speak to Kiser.

Speak to Kiser in his home. He will admit that he kidnapped Ardic, but he will claim that the wizard Errard is the true culprit. He will demand that you kill Errard or else he will kill Mateo.

Tell Kiser's demands to the Countess and she will plead with you not to kill Errard, since he is a good man. She will advise you to ask him how to free her son, instead.

Speak to Errard on the town walls and explain the situation to him. He will cast a divination spell which will reveal that Ardic is being held in Kiser's house.

Return to Kiser's house and descend to the basement where you will be attacked by Kiser and his guards. Once you have defeated him, enter the secret passage behind the walls and speak to Ardic, who will return home to his mother.

In the tavern in Amkethran, Marlowe will approach your party and ask for your help. He will ask you to meet him in his house at the top of the cliff.

Enter the house just southeast of the tavern and climb the ladder to get onto the roofs. Climb over the roofs to get to the cliff in the northeast.

Marlowe will speak to you inside his home. He will explain that a lich has stolen his daughter's soul and is residing in the graveyard.

Speak to the monk outside the Cave of the Dead and he will open the seal for you so that you can enter.

The lich Vongoethe will appear in the middle of the room. He will tell you about the deal he made with Marlowe and will agree to give you the girl's soul if you bring Marlowe to him. If you refuse and attack him, Marlowe will be saved, but his daughter will die.

Speak to Marlowe in his home again and explain the situation to him. He will go with you willingly.

Vongoethe will give you Malla's Soul Stone and then prepare to take Marlowe's soul. You can either let the lich take his soul, or you can interfere and attack the lich.

If you did not interfere, leave the Cave of the Dead and go to Marlowe's home. Use Malla's Soul Stone to bring her back to life.

If you did interfere, speak to Marlowe after the battle and give him Malla's Soul Stone. You will recieve more experience doing it this way.